Note 1: This unit requires the Nehahra
mission pack to play. Download Nehahra.
You should also download the following updates
to Nehahra: Nehupdate3
(310 k) and Nehmusicfix
(380 k).
Note 2L The advanced dodging AI in Nehahra
can now be disabled by bringing down the
console (using your ~ key), and then typing
in "nomonsters 1" (without quotes).
This will give monster movement closer to
normal Quake.
A 4 map expansion pack for Nehahra with
an unusual background story that doesn't
have any effect on the maps themselves.
Doesn't matter because the maps are all
good, they're a coherent bunch that fit
well together but with enough variety to
keep you interested. The maps are similar
enough that a general description is more
useful than individual reviews in this case.
Each map sticks to it's chosen theme well:
The first blends medieval/industrial styles
with caves and caverns, the second goes
for a more metal style, with very subtle
crimson fog, while the third takes the metal
style into a darker, gothic direction, and
the final map is medieval/outdoor arena.
Architecture is good throughout the maps:
Strong, solid designs are featured, with
angles that are used both blatantly and
subtly, the latter giving a more interesting
style. All areas have visual appeal, and
there's enough diversity and complexity
in the overall map layouts to keep them
fresh, though a few areas can be a bit confusing
at first. The angular designs are often
fairly arbitrary, but equally there are
some more distinctive rooms and a few impressive
setpieces.
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Highlights include the well integrated
blend of natural rocks (again, appropriately
angled) in the first map, the towering rusty
metal beam designs in the second map, and
the subtly angled and ominously blood stained
walls in the third map. The final arena
is particularly notable: Similar in ethos
to the finale of Tides of War (review),
it too is a church set in natural rocks,
and as such provides a much more interesting
setting for the big finish than a typical
arbitrary arena map. This gives a good,
appropriate sense of place to the finish,
enhanced by custom music. Nightime skyboxes
and fog also enhance the atmosphere, though
other Nehahra features are hardly used except
for a token gesture at the start, a bit
of a pity. Build quality and lighting are
good throughout, though the fog gives a
few odd effects. Although the map layouts
are very complex, and heavily interconnected
with two tiers intertwining through each
map, there isn't much legitimate exploration.
Side routes are barred off until later on,
and there's a fair bit of back tracking
which is inevitably well covered by enemy
reinforcements. There's also an average
of only 1 secret per map, which, like the
lack of exploration, is disappointing as
it makes the gameplay a bit more one dimensional.
The gameplay itself is very focused on
continuous - though rarely excessive - action,
and having to battle methodically through
the maps. Monsters are used to ensure all
areas have at least a few monsters to fight,
occasionally appearing in ambushes, but
rarely in huge gangs. The Nehahra AI increases
the challenge, particularly in the first
map, which starts nice and easy, but once
Grunts and Scrags are faced - often at a
distance or from multiple directions, just
gets hard and nasty a first map. When tougher
monsters are used, things get easier and
more fun, though there is a lot of them
to blast through. Thus the maps can be rather
relentless back-to-back - take a break or
two. Items are in good supply: health and
armour are adequate, and ammo is quite plentiful
- useful as the monsters soak it all up.
The finale is particularly good: a blatant
arena horde combat, which plenty of space
to move (and hide, at first), and much fun
to be had unleashing full loads of ammo
in a continuous orgy of carnage. Skill settings
are used, but are not hugely effective,
so the gameplay might be gruelling for some
players. Overall, a very consistent and
solid unit that gets progressively better.
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